L0G!N (DayZ)
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Everything posted by L0G!N (DayZ)
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Tried to hit "Options", hit "Respawn" by mistake
L0G!N (DayZ) replied to genghisjohn's topic in DayZ Mod Suggestions
Use search, actually write something explaining what you want suggested, though i would say tough luck, perhaps it's time to get some glasses ? and use search ! -
These pretty much all have a thread on them here somewhere, please use search! ... Also read the rules about submitting suggestions in relation to thread titles and how many ideas to include in a thread. Also, use search !
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dayzmod.com - Aug 2012 - Q&A with Rocket
L0G!N (DayZ) replied to Max Planck's topic in Mod Announcements & Info
Well the question is short, it just needs quite some information to prevent it from being misunderstood ;) ... tnx for your feedback & giving me the opportunity to make the question suit the questionair :) -
dayzmod.com - Aug 2012 - Q&A with Rocket
L0G!N (DayZ) replied to Max Planck's topic in Mod Announcements & Info
Ohw i call those IRL skills that transfer over to the ingame world, but things like 'gutting' or 'bandaging' can't transfer over from IRL into the game, so for these a 'learning by doing-hidden+1' system would make sense :) I'dd prefer you use the full question, since it somewhat explains, but let me try and rephraze it a bit... Q: Any chance on a 'Learning by Doing' (hidden +1) system, that lets players improve on certain non-IRL-transferable skills? (addition: certain IRL skills can be transferred over into the game like 'reading stars'; but there are also 'skills' that do not transfer over that easily, f/e bandaging, fixing cars, gutting; Introducing a chance on failure and having this chance reduced by giving players a +1 every X time they preform such a skill mimics the IRL learning process, aka 'learning by doing') I think like this the question is short, and a simple yes/no will answer it. The 'italic' part is additional information that clearly explains how this question differs from RPG systems and from Transferrable skills. If 'additions' are not prohibited in this questionair, then the above is the shortest and clearest way I can formulate this question. -
Does the community want DayZ to become harder?
L0G!N (DayZ) posted a topic in DayZ Mod General Discussion
Pre-note, I am not looking for suggestions but i am looking for your VOTE and/or Opinions, if this turns into a suggestion thread it will just be moved and i nor the dev team will get any good data out of it... So please no suggestions, there is a whole forum for that and threads about difficulty are more than plentyfull there, use search plz!! Hello DayZ community, Most of you likely haven't seen me much because most of my posts are in the suggestion forum. There is something i noticed in the suggestion forum that i just can't get my head around. Hence i thought i would throw out a poll to get a clearer picture of how the community views this issue... See, every so often (like every week or so :P ) there is a suggestion to make this game HARDER, which usually involves making the infected OP and only have lootpiles spawn toothpicks (or a variation of this). These threads generally lead to two camps, the newbs that find everything is hard enough, and the regular/veteran that thinks indeed spawns should be reduced to 0.00001 for food and drinks and guns shouldn't spawn at all (anymore) and as said replaced with toothpicks ... where i get the idea that these veterans take into account that they have 5 tents stuffed with stuff and about a dozen of friends with likewise as many stuff, so nerfing the heck out of spawns will not effect them! Now I have tried to come up with suggestions that make this game harder in other places, reduce inventory, spawn us with nothing, introduce weight to items, etc... All things that concern 'other' places where this game could be made more difficult, besides OP infected and 0.00% lootspawns. But by my amazement these suggestions are met largely with silence, mostly resistance to be quite honest. It is as though the 'Make DayZ harder' threads are made by people that do not play the game and want to troll the community by hoping to influence Rocket to make this game so hard that they don't even have to hack the game to troll us, the game will troll us for them... So, what is it? Does this game need to be harder (and especially in regards to mid-game gameplay (restricting food & drinks to newbs is just masochistic)), or are you all secretly glad this game is easy once you learned how to avoid everything, since once you get an alice pack you can drag around the equivilent of a warehouse, and with the size of the toolbelt you can drag around a whole workshop! Me personally, if this game is indeed staying so 'light' that only the first week is hard, after which it's just some easyride walking simulater, i will not buy this game. But for that to happen we do need to send the Dev team a clear signal to stop messing with those infected and adding or substracting 0.01% to loot chances, and start experimenting again with all the area's this game can be made harder, and add some true gameplay value ! Tnx for reading and your vote! -
Does the community want DayZ to become harder?
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
Cool 200 votes exactly, Tnx all that voted :) , if you want you may vote but i think the outcome has been fairly consistant through-out the voting process: 70% want this game to be harder, 50% also in places OTHER than just the infected and lootspawn% 30% wants doesn't want it to become harder (or atleast not while it's a mod) Guess that makes it fairly clear where this game should go in relation to difficulty, now all that's left is to hope that the Dev's have been following this thread ;) tnx again all! -
dayzmod.com - Aug 2012 - Q&A with Rocket
L0G!N (DayZ) replied to Max Planck's topic in Mod Announcements & Info
Hey, that interview is exactly why i pose that question, because 'skill points' and 'learning by doing' are two different things that both adress progression of a character in certain skillsets... the one is used in RPGs and generally involves 'skillpoints' that can be allocated in any skill the player wants. So you can max out your healing skill by killing things :P ... On the other hand there is learning by doing, which involves 'hidden +1' systems that increase one's skills in a certain skill catagories given you actually use the skillset (a chance of failure would be introduced, that reduces the more you do that certain thing, just like IRL learning).I think the first RPG system is horrid for DayZ, this is not an 'RPG' kind of game. The learning by doing though, gives players a means to improve their character in places that can not transfer over from IRL skills. The player though has no controll over which skills he developes besides actually doing those things it concerns. There would be no stats to view, or no 'levels' to show for, but a player might notice subtly that his/her fixed cars last longer, that his bandages don't fail. That his butchered meat doesn't spoil that often. etc... Now Rocket's statement about 'no +1 skillpoints' to me seems to point at the RPG system, but it could also point at no learning by doing, hence i want this question asked, to be sure ... if that too is a NO, then i will draw my own conclusions based upon that, but lets just say I would greatly miss an opportunity to have my character grow in capabilities, and that binairy 'always success' features get boring real fast... -
It would be a start, towards starting us off with nothing... Agree with the rest saying a simple search would have given you a place to just agree...
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Nah i think you need to make it 5 catagories: 4. A few half decent ideas that the community is devided upon, and are ultimately up to Rocket to decide upon. These are generally snowed under by the 3 catagories above. 5. The very rare Gem of an Idea, that the community agrees upon, and may or may not already be on Rockets list. These seem to get lost as well, as they have hardly any discussion on them seeing everybody agrees, and are snowed under by 3 catagories above. Which would clearly show that the thing you care about are the halfdecent and rare gems, that indeed get snowed under by repeated ideas ... there is one way 'we' as a community can do something about that though, REPORT doubles and include the older thread in the report. Keep doing this and some people may finally 'get' that they need to use search ... theoretically Mods would police the forum in regards to the rules, but there are only so few and so many non searching posters, so help those mods out and make their live a lil easier, and in doing so improve the forum experience for all of us...
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The only way the Mods will be able to keep up the merging and closing of threads is if 'WE' help them, and by doing so you also send a strong message to the mods asto how you want the forum to 'work'... REPORT Duplicates... Very simple, you see something you know is a double, hit the report button so the mods are alerted about the double, if you want to make their live even easier, add the link to the original thead (you had in mind) in the report ... and keep doing this, as far as i see this is not spamming or even harrasing the mods, as there are clear rules on suggestions and using search, it's just that the amount of new posts is so large that it's hard to keep up unless there are one or two mods working 24/7 on the suggestion forum alone... so it's just like Ingame DayZ, want it to change, DO something about it ! (or atleast do what you can)
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While i would like to see the option to smoke in the game, there is one misconception in the OP: Cigarettes don't relieve stress, the lack of Nicotine GIVES stress, which can only be relieved by smoking... that is what part of the addiction is :(
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PMC Rugen - 25km european terrain
L0G!N (DayZ) replied to konm4n4life's topic in DayZ Mod Suggestions
25km is way to small, i checked for maps on google and there are no other huge maps like cherno, and this game realy needs a huge map so it doesn't become CoD with Zeds... -
dayzmod.com - Aug 2012 - Q&A with Rocket
L0G!N (DayZ) replied to Max Planck's topic in Mod Announcements & Info
I know this question is a bit long, but it has to be to distinguish it from 'will DayZ have a +1 skillsystem?' to which the answer is NO (as per a recent interview). But a +1 skillsystem as implemented in many RPG's can be quite different from a hidden +1 system that lets a player increase their skill in a certain area without having any influence on it besides 'doing' ... So if you could add the following questions that be much appreciated: Q: Any chance a hidden skill point system, that is fueled by 'learning by doing' (+1 if you do something that can't be a transferred over IRL skill) so you can improve your character in a certain skillset? (aka. not like the traditional +1 player choice system found in most RPGs, but a true do something and get better at it system) I would never want to give a player a +1 choice in DayZ myself, it just doesn't make sense that you would get XP by shooting Zed's f/e to then have the option to +1 your medical skill :/ ... But, if you were to be able to increase your medical skill by applying medical stuff, and you would just get better at these things because you do them (and you can only do them when there is a medical emergency), then such a system could fuel character progression in a way that i think would suit DayZ, and I feel this character progression is currently lacking in area's where YOU as a player CAN NOT increase your skill level due to personally getting better at the game. Aiming f/e is a player skill, it needs no +1 system, but fixing stuff like cars currently always succeeds, why not introduce a fail chance and have this chance reduced as you fix more stuff... there is no choice but the choice to do something or not, and when you do, you learn... -
The direction dayZ is being developed in.
L0G!N (DayZ) replied to Capped's topic in DayZ Mod Suggestions
So much this!I feel exactly the opposite of the OP, i think the game is fairly stable (although friday's 20th juli update may have introduced some out of sync things) and the focus should be on testing features, so the beartrap is just one item that once the code is fairly optimized could fuel all sorts of traps & security systems. That (to me) is what alpha should be about: you create a somewhat stable platform and on this you start to implement all sorts of ideas to see if they work. And i would love to see more of this experimentation. Instead of trying to fix bugs in a Mod that may soon move towards being a Standalone game, in which everything changes, the fixes you made for the mod may not be needed or be entirely different, because these don't have to run alongside or 'on' the sourcecode, you can just integrate them INTO the sourcecode. This likely means that all the effort is waisted on fixing stuff 'now' thats going to be entirely different in 6months time, while all that time could have also been spend on creating features (that true, may be coded entirely different in a standalone) that can be evaluated for their gameplay value and impact ON the game as a whole... so that in 6months time you know whether you actually want them in the game... -
Does the community want DayZ to become harder?
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
Giving this a last reactivation, almost 200votes so .5% per vote which isn't to bad :) -
Does the community want DayZ to become harder?
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
Cool, wtg, almost doubled the amount of votes, and while % are switching a bit, there is still a 70% wanting this game to be harder :) ... and a 50% that wants it to be harder in area's besides (but not excluding) the Infected and Loot Spawns ... keep voting please :) -
dayzmod.com - Aug 2012 - Q&A with Rocket
L0G!N (DayZ) replied to Max Planck's topic in Mod Announcements & Info
Q: A large part of the community would like a harder game, where do 'you' see opportunities to make this game harder? And do you think this game should be made harder? Q: Any chance a hidden skill point system, that is fueled by 'learning by doing' (+1 if you do something that can't be a transferred over IRL skill) so you can improve your character in a certain skillset? (aka. not like the traditional +1 player choice system found in most RPGs, but a true do something and get better at it system) Q: Are you done experimenting with the Alpha? Because most interviews just talk about some 'future' thing that might once be possible for a standalone game, yet there are tons of suggestions that can be done right now to improve the entire, but mostly the midgame experience, any chance we might see you experimenting again, instead of tweaking whats already there... Q: The inventory and toolbelt are currently set up so a player can take the equivilent of a warehose and toolshop with them, can we expect you to trim this down, to actually allow specialization and teamwork to occur in this game? Q: Do you think there is room for the community to contribute assets to the game (how ever small or big), or will you be doing everything yourself (with your team)? Q: You mentioned recently that a stand alone game will be very polished and cost around €15, but do you realize a stand alone game will take a couple of years to flesh out, what will the fans do in between? and aren't you afraid the hype will die down during that time leaving you with nothing to show for your effort... Q: In relation to the previous question, even a stand alone game will have alpha/beta phazes, don't you think a stand alone game should just be developed as you develop the game now? aka. just set up an alpha and keep developing, having people 'pay' to pick up the beta and then release it once it's done. Aka. minecraft... That's it for now, i do feel a bit grumpy atm. so please let me know if these questions are to 'sharp' so i can tone them down a bit once i'm a bit more cheerfull... -
Does the community want DayZ to become harder?
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
@Powell, that thread is great, and it does have a lot of nice ideas besides also mentioning the Zed's and Droprates, but it doesn't cover all places this game could be harder though... i think adding my suggestions to those would get this game a good decent step in the right direction though :) -
Does the community want DayZ to become harder?
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
Ok i'll try to explain again, the first two options are there because those are the most commen suggestions, i put them in ONE option because they are usually proposed together. And if i split them up i get people saying that they want both, or i need this super long poll splitting up all possible ways to make this game harder, another option would be to give people more options to vote, but that would just lead to people voting for all option totally screwing up results. So if there is something you want to add to your vote, there is this whole thread here... say: I voted X but i think Y should be taken into account or something like that ... What i mainly want to know is if the community wants 'just' the most commen suggested things or other areas or everything to be harder, or not, and sofar this poll is giving me excellent results. Mainly that 50% of all voters want DayZ to be harder overall, so not just infected and loot, and that the Dev's thus should get cracking on Weight, stamina, working on inventory, adding more items to pressure loot, and w/e ways more can be conceived to make this game harder, as 70% currently wants the game to be harder... And while 20% of those just want infected/loot to be harder, there are various ways to accomplish this, f/e if weight influences your movement speed, then the Infected become harder IF you are loaded with stuff, which increases difficulty for fast hoarders without making the game harder for starters... just that one thing could please 70% of 'the community' in making this game harder ... Still though, if you don't like the poll, then don't vote, as said the results work fine for me, and you have the option to entirely specify what you mean with your vote ... -
Does the community want DayZ to become harder?
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
@Electrolyte, because i dwell in the suggestion forum a lot and 95% of suggestions that come with 'make this game harder' suggest harder Zed's and Less loot to be spawned. All other options that make the game harder in other areas (read my list of suggestions in my signature) get a cold or 'meh' response, making me doubt people actually want a harder game, aka. they want to be able to carry the equivilent of a convenient store with them, and be able to carry a whole workshop. They don't want to spawn with nothing, nor do they seem to want a more elaborate loot spawning system, or weight added to items which effects your movement speed, etc ... So this poll isn't loaded at all, it gives various options to adhere to the various opinions that may be around, it's upto me (and anyone else) to read the poll correctly! I did notice i FORGOT, Loot to be added to option 2, changed now, if people want to change their vote please do so! -
Does the community want DayZ to become harder?
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
Almost a 100votes, while hardly representative of the whole community, there is atleast some conclusion to be drawn from this, but i do hope more people would vote ... anyways: 25% doesn't want anything to change, in relation to how it is now. 25% just wants harder zeds and more server hopping due to lower spawn chances 50% (Somewhat) agrees with me that there are all sorts of other ways to make this game harder, and that it should... (75% wants a harder game) Again, 100votes is hardly representative (though perhaps some statistician (if that is a word) can calculate how representative this actually is) it still shows that 3 in 4 would like this game to be harder. Which makes it very unlikely that the request for harder features are merely made by trolls. The 50% that want this game to be harder in other/every area of the game, is enough for me to feel content with the direction of my suggestions. The only thing that worries me a bit is the 15% that doesn't want any experimentation done in this alpha and trusts entirely on the standalone, an Alpha sets the basic features of the game, and while it is possible the standalone will also start with an alpha, experimenting then just postpones the opportunity to try out other/new things untill some later date in developement, with absolutely no certainty that features will work ... Hope to see more people voting, to get a more accurate result ! -
Does the community want DayZ to become harder?
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
Over 300views and only 50 votes, come on people I'dd like to see atleast 100 votes so i can start to think in actual percentages of the playerbase ;) -
Some different kinds of canned stuff wouldn't hurt either... IRL i realy dislike both beans and sardines, i am so glad its all just a fictional game!!
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@TPAM, So basically after you survive this game becomes 'second life' ?
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Which map would you like to see for dayz?
L0G!N (DayZ) replied to liukang168's topic in DayZ Mod Suggestions
I think there is, as some of these maps are custom maps, aka non BI maps, just use the internet to find tools for Arma...